#version 330

in vec3 normal;

void main() {
	vec3 lightDir = normalize(vec3(sLightSource[0].position * sModelViewMatrix));
	float intensity = dot(lightDir, normalize(normal));
	vec4 color;
	if (intensity > 0.95)
		color = vec4(1.0, 0.5, 0.5, 1.0);
	else if (intensity > 0.5)
		color = vec4(0.6, 0.3, 0.3, 1.0);
	else if (intensity > 0.25)
		color = vec4(0.4, 0.2, 0.2, 1.0);
	else
		color = vec4(0.2, 0.1, 0.1, 1.0);

	sFragColor = color * sDefColor;
}
